You don't learn or know C++ in the way you learn or know C.
You never have the total language spec in mind. Much of it you will never (and for some of it should never) come across.
The way I think of it
C is an abstraction of the machine, so thin it's nearly transparent.
C++ is an abstraction over programming paradigms, letting you pick how you think.
Everything else abstracts the machine away, replacing it with a VM, runtime, or model of its own.
The same way a good project has a clear model of the problem it should have a clear C++ pattern in use.
Looks like someone fell for the C abstract machine trap yet again. No, C is isn’t an abstraction of the machine.
I couldn't do that with mciropython on any platform.
C is a thin abstraction, python isn't.
There's basically dozens of very nice languages inside C++. That can be a blessing or a curse.
I'm anxious for Herb Sutter's CPP2/CPPFront to become a standard.
Tbh I never expected that experiment to go anywhere. I guess that leaves Carbon (and large scale efforts to rewrite C++ in Rust).
Nobody has said they are using them in anything important, but hopefully that is coming.
Chromium is gonna be more conservative than that for sure.
Why? It doesn't remove complexity, it (partially) hides it and makes the whole thing even more complex.
Then I design the thing I want to build. I always design what I want to build beforehand. This takes a couple of iterations from high level to low-ish level. That last design becomes a bit language dependent. Then I select some of the core tools that I'm going to use (which kind of pointers, classes or structs, etc.)
With that design in mind, I go "library shopping" both for file formats (if any) or other stuff like vectors, etc.
Armed with the reference docs of these, I write my code with the toolbelt I have built for the project.
Some things are hard, but they are not impossible. I find thinking like compiler helps a lot.
The varying standards are no different to major python versions or go versions - arguably there’s even less between most versions than there is in your average go release.
The differences in apps and frameworks don’t matter for day to day - std::string, Unreal’s FString and QT’s QString all are similar enough that 99.9% of the time.
Metaprogramming is one of those things; you either write it or you don’t. Knowing some basics is required but the vast majority of people use a handful of pre existing things without understanding the nuances of how it works under the hood.
Is it? Java has changed a lot, but in such a way that it's still easy to mentally map new features to the old ones, provided you have understood the core language. IDEs can even convert your code from old to new and back.
It's not a new feature. And tbh, compared to Typescript, C++ templates are tame ;)
(but yeah, deciding when to stop digging into the template metaprogramming rabbit hole requires some common sense and sanity, too much template complexity is almost never worth the hassle)
Unreal Engine depends on C++20 at this point.
https://dev.epicgames.com/documentation/unreal-engine/epic-c...
How is that different from other languages, which don't need the brain warm-up?
Otherwise it's not different for me. I don't feel different while writing with any other language. I guess the main reason is I always think like the computer first and translate that thinking to the programming language at hand.